// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_EnumEquality.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/Array.h" #include "Containers/EnumAsByte.h" #include "Containers/UnrealString.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphPin.h" #include "EdGraphSchema_K2.h" #include "EditorCategoryUtils.h" #include "Engine/MemberReference.h" #include "HAL/PlatformMath.h" #include "K2Node_CallFunction.h" #include "K2Node_Knot.h" #include "Kismet/KismetMathLibrary.h" #include "Kismet2/CompilerResultsLog.h" #include "KismetCompiler.h" #include "KismetCompilerMisc.h" #include "Misc/AssertionMacros.h" #include "Templates/Casts.h" #include "UObject/Class.h" #include "UObject/NameTypes.h" #include "UObject/Object.h" #include "UObject/UnrealNames.h" #include "UObject/WeakObjectPtr.h" #include "UObject/WeakObjectPtrTemplates.h" #define LOCTEXT_NAMESPACE "K2Node_EnumEquality" UK2Node_EnumEquality::UK2Node_EnumEquality(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UK2Node_EnumEquality::AllocateDefaultPins() { // Create the return value pin CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Boolean, UEdGraphSchema_K2::PN_ReturnValue); // Create the input pins CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, TEXT("A")); CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, TEXT("B")); Super::AllocateDefaultPins(); } FText UK2Node_EnumEquality::GetTooltipText() const { return LOCTEXT("EnumEqualityTooltip", "Returns true if A is equal to B (A == B)"); } FText UK2Node_EnumEquality::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("EqualEnum", "Equal (Enum)"); } void UK2Node_EnumEquality::PostReconstructNode() { // Do type determination before enum fixup PinConnectionListChanged(GetInput1Pin()); PinConnectionListChanged(GetInput2Pin()); Super::PostReconstructNode(); } /** Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards */ void UK2Node_EnumEquality::NotifyPinConnectionListChanged(UEdGraphPin* Pin) { Super::NotifyPinConnectionListChanged(Pin); const UEdGraphSchema_K2* Schema = GetDefault(); UEdGraphPin* Input1Pin = GetInput1Pin(); UEdGraphPin* Input2Pin = GetInput2Pin(); if (Pin == Input1Pin || Pin == Input2Pin) { if ((Input1Pin->LinkedTo.Num() == 0) && (Input2Pin->LinkedTo.Num() == 0)) { // Restore the wildcard status Input1Pin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard; Input1Pin->PinType.PinSubCategory= NAME_None; Input1Pin->PinType.PinSubCategoryObject = nullptr; Input2Pin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard; Input2Pin->PinType.PinSubCategory = NAME_None; Input2Pin->PinType.PinSubCategoryObject = nullptr; Schema->SetPinAutogeneratedDefaultValueBasedOnType(Input1Pin); Schema->SetPinAutogeneratedDefaultValueBasedOnType(Input2Pin); // We have to refresh the graph to get the enum dropdowns to go away GetGraph()->NotifyNodeChanged(this); } else if (Pin->LinkedTo.Num() > 0) { UEdGraphPin* LinkedPin = Pin->LinkedTo[0]; check(LinkedPin); // If we're linked to a knot node, ensure that its enum data is up-to-date. // Otherwise, PinSubCategoryObject might be null if we're reconstructed prior to our knot dependencies. UK2Node_Knot* LinkedKnotNode = Cast(LinkedPin->GetOwningNode()); if (LinkedKnotNode) { LinkedKnotNode->PropagatePinType(); } // Make sure the pin is a valid enum if (LinkedPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Byte && LinkedPin->PinType.PinSubCategoryObject.IsValid() && LinkedPin->PinType.PinSubCategoryObject.Get()->IsA(UEnum::StaticClass())) { Pin->PinType = LinkedPin->PinType; UEdGraphPin* OtherPin = (Input1Pin == Pin) ? Input2Pin : Input1Pin; // Enforce the type on the other pin OtherPin->PinType = Pin->PinType; UEdGraphSchema_K2::ValidateExistingConnections(OtherPin); // If we copied the pin type to a wildcard we have to refresh the graph to get the enum dropdown if (OtherPin->LinkedTo.Num() <= 0 && OtherPin->DefaultValue.IsEmpty()) { Schema->SetPinAutogeneratedDefaultValueBasedOnType(OtherPin); GetGraph()->NotifyNodeChanged(this); } } // A valid enum wasn't used to break the links else { Pin->BreakAllPinLinks(); } } else if(Pin->DefaultValue.IsEmpty()) { Schema->SetPinAutogeneratedDefaultValueBasedOnType(Pin); } } } bool UK2Node_EnumEquality::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const { bool const bOtherPinIsEnum = (OtherPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Byte) && (OtherPin->PinType.PinSubCategoryObject.IsValid()) && (OtherPin->PinType.PinSubCategoryObject.Get()->IsA(UEnum::StaticClass())); bool bIsDisallowed = false; if (!bOtherPinIsEnum && (MyPin->Direction == EGPD_Input)) { bIsDisallowed = true; OutReason = LOCTEXT("InputIsNotEnum", "Cannot use the enum equality operator on anything but enums.").ToString(); } return bIsDisallowed; } UEdGraphPin* UK2Node_EnumEquality::GetReturnValuePin() const { UEdGraphPin* Pin = FindPin(UEdGraphSchema_K2::PN_ReturnValue); check(Pin); return Pin; } UEdGraphPin* UK2Node_EnumEquality::GetInput1Pin() const { UEdGraphPin* Pin = FindPin(TEXT("A")); check(Pin); return Pin; } UEdGraphPin* UK2Node_EnumEquality::GetInput2Pin() const { UEdGraphPin* Pin = FindPin(TEXT("B")); check(Pin); return Pin; } void UK2Node_EnumEquality::GetConditionalFunction(FName& FunctionName, UClass** FunctionClass) const { FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, EqualEqual_ByteByte); *FunctionClass = UKismetMathLibrary::StaticClass(); } FNodeHandlingFunctor* UK2Node_EnumEquality::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const { return new FNodeHandlingFunctor(CompilerContext); } void UK2Node_EnumEquality::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); // Get the enum equality node and the KismetMathLibrary function info for use when we build those nodes FName ConditionalFunctionName = ""; UClass* ConditionalFunctionClass = NULL; GetConditionalFunction(ConditionalFunctionName, &ConditionalFunctionClass); // Create the conditional node we're replacing the enum node for UK2Node_CallFunction* ConditionalNode = SourceGraph->CreateIntermediateNode(); ConditionalNode->FunctionReference.SetExternalMember(ConditionalFunctionName, ConditionalFunctionClass); ConditionalNode->AllocateDefaultPins(); CompilerContext.MessageLog.NotifyIntermediateObjectCreation(ConditionalNode, this); // Rewire the enum pins to the new conditional node UEdGraphPin* LeftSideConditionalPin = ConditionalNode->FindPinChecked(TEXT("A")); UEdGraphPin* RightSideConditionalPin = ConditionalNode->FindPinChecked(TEXT("B")); UEdGraphPin* ReturnConditionalPin = ConditionalNode->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue); UEdGraphPin* Input1Pin = GetInput1Pin(); UEdGraphPin* Input2Pin = GetInput2Pin(); LeftSideConditionalPin->PinType = Input1Pin->PinType; RightSideConditionalPin->PinType = Input2Pin->PinType; CompilerContext.MovePinLinksToIntermediate(*Input1Pin, *LeftSideConditionalPin); CompilerContext.MovePinLinksToIntermediate(*Input2Pin, *RightSideConditionalPin); CompilerContext.MovePinLinksToIntermediate(*GetReturnValuePin(), *ReturnConditionalPin); // Break all links to the Select node so it goes away for at scheduling time BreakAllNodeLinks(); } void UK2Node_EnumEquality::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // actions get registered under specific object-keys; the idea is that // actions might have to be updated (or deleted) if their object-key is // mutated (or removed)... here we use the node's class (so if the node // type disappears, then the action should go with it) UClass* ActionKey = GetClass(); // to keep from needlessly instantiating a UBlueprintNodeSpawner, first // check to make sure that the registrar is looking for actions of this type // (could be regenerating actions for a specific asset, and therefore the // registrar would only accept actions corresponding to that asset) if (ActionRegistrar.IsOpenForRegistration(ActionKey)) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } FText UK2Node_EnumEquality::GetMenuCategory() const { return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Enum); } #undef LOCTEXT_NAMESPACE